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"wanna see a trick?"
– Magic to an opponent as he's about to kill them.


Magic Sans is a Protector of Alternate Universes that does things his OWN way.

Profile

Personality

Sans is very hard-working. He is very active and has a slight temper. He still deeply cares for his brother Papyrus and his friend Frisk. He still likes to make Hot Dogs and Hot Cats. He often trains with Undyne to keep in shape. He is also still making puns. He undertakes actions that benefit the forces of good, albeit in his own gruesome and vigilante manner.

Appearance

Sans wears a blue hoodie that's always zipped up, black pants with blue stripes, black finger-less gloves and blue shoes.

Biography

One day, Sans had a vision. A human, with the power to destroy EVERYTHING would come into the Underground and unleash havoc. In his vision, he saw monsters turning into dust, cities being empty, and a horrifyingly creepy smile and blood-red eyes. Sans sought to learn all kinds of magic. He went to the Ruins for knowledge in Earthbendng, Hotland for Firebending, and New Home for Airbending. Sans already knew Waterbending as he and his brother grew up in a Waterbending village.

Once Sans had the knowledge of those powers, he started training/studying in other fields of magic. Many years later, in the year 2010, as Sans had just finished learning and practicing Healing Spells, he heard of a human who fell down in the Underground. This was Chara (pronounced chara). Chara was taken in as a child to the Royal Dreemurr family.

Eventually, Chara and Asriel both died and the King declared war on the Humans. Sans then decided that he should practice Alchemy. 6 more humans came in the following six years, one human each year. Then, in 2017, an 8th human fell into the Underground. Sans was still only learning the intermediates of alchemy. He felt that this would have to suffice. He knew that this was the human from his visions. As he exited the Ruins, Sans greeted the Human. To his surprise, the human was a child, who could not have been older than 11. There was dust on the child's clothing, but something told Sans that this was not the stone-cold killer from the visions.

The human made their way through the Underground. The child had killed some monsters, even gaining a Level of Violence of 11. But when Sans judged the child, he knew the child did not want to harm anyone and was only acting in self-defense. The child had spared monsters in their travels, but most important to Sans was that the child had spared Sans's younger brother Papyrus. They eventually freed all of the Monsters. Sans was happy and confused at the same exact time. On one hand, everyone was free. On the other, Sans was so certain that he found the killer. In Sans's vision, the human was a killer. It looked exactly like the human from his visions, yet the human turned into a pacifist. Sans then thought that he saw another possible reality. Sans then thought of exploring the realm of science.

Eventually, Sans was visited by an odd looking version of himself. The figure had black bones and looked... broken from his reality, constantly shifting and pieces of him coming off and rejoining him repeatedly. Sans then found yet another version of himself. This Sans was wearing a yellow jacker, brown boots, orange stripes on his pant legs, and carried an axe. His eyes were also two different yellow shapes. The Sans of this universe then helped the person in yellow. They both drove off the night-boned attacker. The skeleton in yellow revealed himself to be "Slayer Sans", a Protector of Alternate Universes, or AUs for short. He then said that the attacker was known as "Error Sans". Error Sans was an AU destroyer, the most prominent and powerful. Slayer then asked the Sans in front of him if he wanted to join. The Sans of this universe agreed. Slayer Sans then dubbed the new recruit, "Magic Sans".

Powers and Abilities

Elemental powers

Sans can bend Air, Water, Earth and Fire to his advantage. It took him years to learn them all. Fire was the hardest as his birth element was water. Now, he can control all forms of those Elements.

Metalbending

Sans knows how to bend metal as metal is only another form of Earth that has been purified and refined. With this and his Waterbending, he can bend mercury.

Healing

Sans can heal himself to full health at a moment's notice.

Alchemy

Sans knows some basic alchemy. He can perform intermediate level tasks, bot nothing too advanced.

Lightning

Slayer Sans taught Magic Sans how to control lightning. Magic Sans had heard that lightning was "cold-blooded fire". With some training, Magic Sans learned rather quickly. He is also unaffected by electric attacks.

Fear

Sans has knowledge of how to create an illusion that produces his opponents' greatest fear. When seeing this, they are completely helpless.

Gaster Blasters

Sans still has them. He can now summon Blue and Orange Gaster Blasters.

Psychokinesis

Sans still has it.

Karmic Retribution

Sans has it, and it's even deadlier than normal.

Teleportation

Magic Sans has teleportation, or "shortcuts" as he calls it. He can teleport behind his opponents or up to 30 feet away from them. He can't teleport others unless they willingly follow him.

Pick a Card

Sans pulls out a deck of cards and randomly selects a card from his deck. The powers are as follows:

  • Hearts
    • Ace of Hearts: Creates a heart-shaped shield as strong as tank metal.
    • 2 of Hearts: Gives Magic Sans the powers of 2 human SOULS for 2 turns.
    • 3 of Hearts: Gives Magic Sans the power of 3 Human SOULS for 3 turns.
    • 4 of Hearts: Gives Magic Sans the powers of 4 human SOULS for 4 turns.
    • 5 of Hearts: Gives Magic Sans the powers of 5 human SOULS for 5 turns
    • 6 of Hearts: Gives Magic Sans the powers of 6 human SOULS for 6 turns
    • 7 of Hearts: Gives Magic Sans the powers of 7 human SOULS for 7 turns
    • 8 of Hearts: Gives Magic Sans the powers of 8 human SOULS for 8 turns.
    • 9 of Hearts: Gives Magic Sans the powers of 9 human SOULS for 9 turns
    • 10 of Hearts: Gives Magic Sans the powers of 10 human SOULS for 10 turns
    • Jack of Hearts: Gives Magic Sans incredible fighting powers.
    • Queen of Hearts: Gives Magic Sans Sans the ability to throw flower pollen at his opponents, temporarily blinding them.
    • King of Hearts: Gives Magic Sans Sans 2 swords he pulls out from his head
  • Diamonds:
    • Ace of Diamonds: Creates a diamond-shaped shield as strong as tank metal.
    • 2 of Diamonds: Gives Sans the ability to throw 2 diamond-shaped projectiles at a time.
    • 3 of Diamonds: Gives Sans the ability to throw 3 diamond-shaped projectiles at a time.
    • 4 of Diamonds: Gives Sans the ability to throw 4 diamond-shaped projectiles at a time.
    • 5 of Diamonds: Gives Sans the ability to throw 5 diamond-shaped projectiles at a time.
    • 6 of Diamonds: Gives Sans the ability to throw 6 diamond-shaped projectiles at a time.
    • 7 of Diamonds: Gives Sans the ability to throw 7 diamond-shaped projectiles at a time.
    • 8 of Diamonds: Gives Sans the ability to throw 8 diamond-shaped projectiles at a time.
    • 9 of Diamonds: Gives Sans the ability to throw 9 diamond-shaped projectiles at a time.
    • 10 of Diamonds: Gives Sans the ability to throw 10 diamond-shaped projectiles at a time or use it as a shield.
    • Jack of Diamonds: Gives Magic Sans incredible fighting powers.
    • Queen of Diamonds: Gives Magic Sans Sans the ability to throw flower pollen at his opponents, temporarily blinding them.
    • King of Diamonds: Gives Magic Sans a pair of axes.
  • Clubs:
    • Ace of Clubs: Creates a club-shaped shield as strong as tank metal.
    • 2 of Clubs: Gives Sans the ability to throw 2 club-shaped projectiles at a time.
    • 3 of Clubs: Gives Sans the ability to throw 3 club-shaped projectiles at a time.
    • 4 of Clubs: Gives Sans the ability to throw 4 club-shaped projectiles at a time.
    • 5 of Clubs: Gives Sans the ability to throw 5 club-shaped projectiles at a time.
    • 6 of Clubs: Gives Sans the ability to throw 6 club-shaped projectiles at a time.
    • 7 of Clubs: Gives Sans the ability to throw 7 club-shaped projectiles at a time.
    • 8 of Clubs: Gives Sans the ability to throw 8 club-shaped projectiles at a time.
    • 9 of Clubs: Gives Sans the ability to throw 9 club-shaped projectiles at a time.
    • 10 of Clubs: Gives Sans the ability to throw 10 club-shaped projectiles at a time or use it as a shield.
    • Jack of Clubs: Gives Magic Sans incredible fighting powers.
    • Queen of Clubs: Gives Magic Sans Sans the ability to throw flower pollen at his opponents, temporarily blinding them.
    • King of Clubs: Gives Magic Sans a pair of swords.
  • Spades:
    • Ace of Spades: Creates a spade-shaped shield as strong as tank metal.
    • 2 of Spades: Gives Sans the ability to throw 2 spade-shaped projectiles at a time.
    • 3 of Spades: Gives Sans the ability to throw 3 spade-shaped projectiles at a time.
    • 4 of Spades: Gives Sans the ability to throw 4 spade-shaped projectiles at a time.
    • 5 of Spades: Gives Sans the ability to throw 5 spade-shaped projectiles at a time.
    • 6 of Spades: Gives Sans the ability to throw 6 spade-shaped projectiles at a time.
    • 7 of Spades: Gives Sans the ability to throw 7 spade-shaped projectiles at a time.
    • 8 of Spades: Gives Sans the ability to throw 8 spade-shaped projectiles at a time.
    • 9 of Spades: Gives Sans the ability to throw 9 spade-shaped projectiles at a time.
    • 10 of Spades: Gives Sans the ability to throw 10 spade-shaped projectiles at a time or use it as a shield.
    • Jack of Spades: Gives Magic Sans incredibSans pulls out a raighting powers.
    • Queen of Spades: Gives Magic Sans Sans the ability to throw flower pollen at his opponents, temporarily blinding them.
    • King of Spades: Gives Magic Sans a pair of swords.
  • Joker Card:
    • The Joker Card is random. Once selected, it turns into a random card of the other 52.

Matador

Sans pulls out a red cape from one of his jacket pockets and starts imitating a matador. He even goes: "Toro! Toro!" and "¡Olé!" After doing this twice, he throws the cape on his opponent, obscuring their field of vision.

Hat Trick

Sans produces a magician's hat an pulls a rabit out of it. Sans then throws the rabbit at his opponent and it proceeds to attack them.

Another version of his Hat Trick is him placing the hat on his head and then the hat makes him disappear. If the opponent picks up the hat Sans can either punch them, fire bones, or even a Gaster Blast.

Weaknesses

Sans only knows intermediate level alchemy. So, if he were to fight someone more experienced than him, it would be less than a fair fight.

Sans has no knowledge of Black Magic or voodoo. If he were to fight someone who had knowledge of one or both, the odds of him winning would be 1 in 25. Although, if someone were to make a voodoo doll of him and harm that, Magic Sans would not be affected.

Gallery

Trivia

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